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1 septiembre 2026 a las 06:12 #26787
luissuraez798
ParticipanteThe fireworks Trial is the odd one out in Arc Raiders this week, and it can wreck an otherwise clean run if you treat it like a normal kill objective. The August 31-September 6 rotation asks for Old Town containers, weapon crates, melee damage against ARC, destroyed Pops, and damage to flying ARC with fireworks. Before you burn through your stash, check your ARC Raiders Items and decide which objectives belong together.
The Five Trials, Ranked by Risk
Old Town containers and weapon crates are the low-pressure pair. You can work them into ordinary loot routes, and neither requires a strange loadout. Pops are also fairly direct, especially around Stella Montis, but the objective becomes less attractive when rival Raiders or heavy ARC start crowding the area.
Melee damage is where the rotation starts asking for real discipline. Small ARC targets are better practice than large machines because you can read their attack patterns, land a hit, and create distance before the next swing. The goal isn’t to win a DPS race; it’s to collect progress without turning your armor and healing supplies into a pile of scrap.
Build Runs Around One Main Objective
The biggest mistake is trying to max every Trial in one raid. Extraction is part of the scoring loop, so a greedy route can erase the value of several good encounters. I split the week into safe-loot runs, a Pops-and-melee run, and a dedicated fireworks attempt.
Start in Old Town when you want dependable container progress and check weapon crates along the same path.
Use Stella Montis for a focused Pops circuit, then take melee swings only against ARC with readable attack animations.
Save fireworks for a lighter loadout with spare room, because the attempt may take several raids.
Leave when the route becomes noisy, even if one more container or target is nearby.Fireworks Need Positioning, Not Panic
Spaceport is a useful place to test the aerial objective because sightlines can be easier to read than in open ground. Don’t sprint after a flying ARC while throwing repeatedly. Find cover, watch its movement, and wait until the target commits to a predictable line. Then throw and move before the noise attracts extra attention.
Objective Best role Main danger
Old Town containers Primary loot route Overstaying
Weapon crates Secondary progress Chasing one crate
Melee ARC damage Controlled combat Bad spacing
Destroy Pops Repeatable target run Crowded rotations
Fireworks on flying ARC Dedicated experiment Exposure after a missRewards and the Smart Stopping Point
Each Trial has thresholds at 1,000, 2,000, and 3,000 points, with Uncommon, Rare, or Epic items or blueprints awarded after extraction. The Peace emote, Vulcano IV shotgun, and Shotgun Silencer Blueprint are part of the associated reward pool mentioned for this rotation. From what I’ve seen, the best stopping point is the score you can bank consistently, not the number that forces a desperate final push.
My Weekly Plan
Run Old Town first and leave with containers plus any convenient weapon crates. Make the second raid about Pops, adding melee damage only when the ARC behavior is calm. Give fireworks its own session at Spaceport, and accept that a miss is information rather than a reason to throw the whole week away. The Season 5 Trials run through September 30, 2026, so steady placements matter more than one flashy raid, especially when your remaining supplies are tied to ARC Raiders Coins.
Welcome to U4GM, your handy spot for Arc Raiders items, practical loadout ideas, and real player tips. Need a smoother Old Town run or better gear for those tricky Trials? Visit https://www.u4gm.com/arc-raiders/items for useful options and keep your next raid moving, whether you’re chasing loot, climbing ranks, or just trying to extract in one piece.
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